Evaluating the Impact of Gamification in ePhos AR: A Comparison of Usability, Engagement, and Motivation

Augmented Reality (AR) is increasingly being used in educational settings due to its potential to provide an interactive, engaging and immersive experience, helping users gain a better understanding of complex concepts. This study evaluates the impact of gamification on ePhosAR, an AR application designed to introduce the field of photonics to students. Two versions of the application were compared: a non-gamified and a gamified version. The gamified version includes elements such as a virtual assistant, a progress bar and badges. A within-subjects evaluation with undergraduate participants measured usability, engagement, and motivation using validated questionnaires and qualitative feedback. The findings suggest that gamification enhances user engagement and motivation while maintaining usability. These results contribute to understanding the role of gamification in AR educational tools, supporting its potential for STEM education and interactive learning design.

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Publication Details

Published
2025-04-22
DOI
https://doi.org/10.1109/educon62633.2025.11016547
Primary Topic
Educational Games and Gamification
Type
article
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article

Evaluating the Impact of Gamification in ePhos AR: A Comparison of Usability, Engagement, and Motivation

Georgina Skraparli, Thrasyvoulos Tsiatsos, Theodoros Stefanidis
Educational Games and Gamification
article

Evaluating the Impact of Gamification in ePhos AR: A Comparison of Usability, Engagement, and Motivation

Georgina Skraparli, Thrasyvoulos Tsiatsos, Theodoros Stefanidis
article en

Abstract

Augmented Reality (AR) is increasingly being used in educational settings due to its potential to provide an interactive, engaging and immersive experience, helping users gain a better understanding of complex concepts. This study evaluates the impact of gamification on ePhosAR, an AR application designed to introduce the field of photonics to students. Two versions of the application were compared: a non-gamified and a gamified version. The gamified version includes elements such as a virtual assistant, a progress bar and badges. A within-subjects evaluation with undergraduate participants measured usability, engagement, and motivation using validated questionnaires and qualitative feedback. The findings suggest that gamification enhances user engagement and motivation while maintaining usability. These results contribute to understanding the role of gamification in AR educational tools, supporting its potential for STEM education and interactive learning design.

Aristotle University of Thessaloniki (GR)
Openalex Percentile: Top 88%
Educational Games and Gamification
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